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Technical Discussion » Fake Caustics don't seem to be working
- lloydwood
- 104 posts
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I'm getting some weird behavior with the principled shader. I have fake caustics turned on for the glass but it's still not transmitting light? I can't figure out why not.
Houdini Indie and Apprentice » NarrowBand for Ocean sims
- lloydwood
- 104 posts
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Technical Discussion » Muscle jiggle freaking out - skin displacement not working
- lloydwood
- 104 posts
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I have an animated fbx skinned mesh that I am applying muscles to. When I add a muscle and turn jiggle on, it goes a bit crazy at the start of the animation, then calms down. I had this with complicated rig so I tried a simple setup and got the same problem. Any ideas what might cause it?
I'm also finding that the collect_centers python node for the muscle skin displacement doesn't collect the muscle wires properly. They're way too big. I'm wondering if the two issues are connected.
I've attached a file to demonstrate the issues.
I'm also finding that the collect_centers python node for the muscle skin displacement doesn't collect the muscle wires properly. They're way too big. I'm wondering if the two issues are connected.
I've attached a file to demonstrate the issues.
Technical Discussion » Apply FBX animation from one subnet to another.
- lloydwood
- 104 posts
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Yes they are. The un-animated subnet has a few extra nodes (skin geo etc.) but the hierarchies and names of the skeletons are the same. Unfortunately chops is very much a weak point for me in Houdini. How could I go about doing what you have suggested?
Technical Discussion » Apply FBX animation from one subnet to another.
- lloydwood
- 104 posts
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I have an FBX subnet which contains an animation free rigged character and another FBX subnet that contains an animated skeleton of the same character.
How can I apply the animation from the animated FBX subnet to the character subnet? Is there an easy way to do it or do I have to write a script to link all the attributes from the animated subnet to the un-animated one?
How can I apply the animation from the animated FBX subnet to the character subnet? Is there an easy way to do it or do I have to write a script to link all the attributes from the animated subnet to the un-animated one?
Technical Discussion » FBX rig agent falls apart with ragdoll setup
- lloydwood
- 104 posts
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Hello,
I'm struggling with a ragdoll setup using and FBX agent.
I set up him up using the shelf tools - collision layer and configure joints - and he just falls apart in the test ragdoll sim.
His geometry is not skinned to his bones but parented - could that be the issue?
Thanks,
Dan
I'm struggling with a ragdoll setup using and FBX agent.
I set up him up using the shelf tools - collision layer and configure joints - and he just falls apart in the test ragdoll sim.
His geometry is not skinned to his bones but parented - could that be the issue?
Thanks,
Dan
Houdini for Realtime » Exporting a fish particle based sim
- lloydwood
- 104 posts
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Thanks Mike. That vertex animation workflow is very awesome. I got it working to a point. I use the RBD method and got 200 fish out and moving about as expected. Where I fell down is trying to combine the two methods. I couldn't see how I could “attach” a Softbody cache of a swimming fish to an RBD cache of the fish centroids.
Also I have a copy stamp which offsets the fish swimming motion and also changes the speed of the motion based on velocity so the fish swim harder when they are going fast. It would be really nice to get this over into Unreal too but I think that's probably asking too much of the vertex animation export. It might be possible in an unreal shader although I'm not sure how I would go about sampling the velocity? It would need the swimming cache and movement cache to be separate though so it would be good to solve that first if it's even possible.
I've attached a file in case that is useful.
Also I have a copy stamp which offsets the fish swimming motion and also changes the speed of the motion based on velocity so the fish swim harder when they are going fast. It would be really nice to get this over into Unreal too but I think that's probably asking too much of the vertex animation export. It might be possible in an unreal shader although I'm not sure how I would go about sampling the velocity? It would need the swimming cache and movement cache to be separate though so it would be good to solve that first if it's even possible.
I've attached a file in case that is useful.
Houdini for Realtime » Exporting a fish particle based sim
- lloydwood
- 104 posts
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Hi all,
I have a simple particle system with fish copied on which I'd like to get out into Unreal. I'm not really sure of the best way to this. I'm can't use Houdini Engine in this instance either.
I was think something similar to the way RBD sims are exported might work but I'm not really sure how to set things up for the RBD to FBX node?
I have a simple particle system with fish copied on which I'd like to get out into Unreal. I'm not really sure of the best way to this. I'm can't use Houdini Engine in this instance either.
I was think something similar to the way RBD sims are exported might work but I'm not really sure how to set things up for the RBD to FBX node?
Technical Discussion » What does the environment setup do?
- lloydwood
- 104 posts
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I haven't found a solution for this but I have figured out a way to use the houdini.env file for my setup so I'm going with that.
Technical Discussion » What does the environment setup do?
- lloydwood
- 104 posts
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Hello all,
I need to add paths to the following environment variables:
HOUDINI_PATH
HOUDINI_MENU_PATH
HOUDINI_OTLSCAN_PATH
The problem I have is that I want to do this using global environment variables on Windows rather than the houdini.env file. I have found currently, if I attempt this, it breaks Houdini quite badly because it messes with it's environment setup procedure. Is it even possible without using the houdini.env file?
I need to add paths to the following environment variables:
HOUDINI_PATH
HOUDINI_MENU_PATH
HOUDINI_OTLSCAN_PATH
The problem I have is that I want to do this using global environment variables on Windows rather than the houdini.env file. I have found currently, if I attempt this, it breaks Houdini quite badly because it messes with it's environment setup procedure. Is it even possible without using the houdini.env file?
Houdini Engine for Unreal » UE4 World Composition w/ Houdini
- lloydwood
- 104 posts
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dpernuit
- the heightfield tile node doesn't have an option to share the edge vertices between the landscape tiles, so there will be a missing strip between each landscape. Trying to fix this by using padding on the tile node will create overlaps.
Is there a fix for this aspect of heightfield export if the heightfield is exported as image tiles?
Technical Discussion » Crowd collisions and ragdoll
- lloydwood
- 104 posts
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It was an attribute on the incoming points I am using to scatter my crowd that was the problem. I have a digital asset set up to do this and it was adding a density attribute (among others). I deleted that and everything worked again.
Technical Discussion » Crowd collisions and ragdoll
- lloydwood
- 104 posts
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Ok. I've set it up in a simple test sim with my FBX agent and the ragdoll behaviour is all working fine so it must be something in my more complicated setup. I'll rebuild it and see if I can find the issue.
Technical Discussion » Crowd collisions and ragdoll
- lloydwood
- 104 posts
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So it's all working with the Houdini Mocap Biped now but when I try the same thing with an FBX agent I get some strange behavior. The crowd sim recognises the impact and the trigger changes the agent state to ragdoll but the agent freezes in place and becomes a solid object that the ball bounces off. The FBX agent seems to be set up correctly and behaves correctly in the ragdoll test sim. Any ideas as to what could be causing this?
Technical Discussion » Crowd collisions and ragdoll
- lloydwood
- 104 posts
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I was doing that on the ragdoll and not thinking about the other states! I knew it would be something simple like that but I couldn't see it. Thank you very much.
Technical Discussion » Crowd collisions and ragdoll
- lloydwood
- 104 posts
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Hello all,
I just can't seems to get this working. I have a standard crowd sim using the MocapBiped3. The normal state transitions are all working fine but I'm having problems when using the RBD Impact trigger. It just doesn't seem to work and I can't figure out why. It looks like the sphere object is creating impact data but this is not being picked up by the trigger.
I've attached a example of the problem.
I just can't seems to get this working. I have a standard crowd sim using the MocapBiped3. The normal state transitions are all working fine but I'm having problems when using the RBD Impact trigger. It just doesn't seem to work and I can't figure out why. It looks like the sphere object is creating impact data but this is not being picked up by the trigger.
I've attached a example of the problem.
Houdini Lounge » Constraint Networks - aargh
- lloydwood
- 104 posts
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So I've taken this a bit further and come across another difficulty.
I've got a secondary box that breaks the constraints as it passes through them using a sop solver plugged in the constraint network. That's all working fine. The problem I'm having is that I want to identify which pieces in my RBD packed object have been disconnected and then apply a force to those pieces.
I've tried to do this by keeping points in my constraint breaking Sop Solver and setting a disconnected attribute on them. I then try to read this value back in in a second Sop Solver to apply forces to only the disconnected pieces. I think this should work but it doesn't so I'm obliviously missing something.
I've got a secondary box that breaks the constraints as it passes through them using a sop solver plugged in the constraint network. That's all working fine. The problem I'm having is that I want to identify which pieces in my RBD packed object have been disconnected and then apply a force to those pieces.
I've tried to do this by keeping points in my constraint breaking Sop Solver and setting a disconnected attribute on them. I then try to read this value back in in a second Sop Solver to apply forces to only the disconnected pieces. I think this should work but it doesn't so I'm obliviously missing something.
Houdini Lounge » Constraint Networks - aargh
- lloydwood
- 104 posts
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Awesome!
In one of my previous setups I had added the name attribute but not to both the pieces and the constraint mesh. This makes sense a bit more now. Thank you so much.
In one of my previous setups I had added the name attribute but not to both the pieces and the constraint mesh. This makes sense a bit more now. Thank you so much.
Houdini Lounge » Constraint Networks - aargh
- lloydwood
- 104 posts
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Hello,
I'm having difficulties with a constraint network I am trying to build.
I have a grid of packed primitive boxes that I want to connect with spring constraints between each box centre point.
I have tried to set this up but am failing to properly understand what is going on. I created some geometry for the constraints and added attributes to it. I'm not sure how to tell the constraint network how to connect what part of the constraint geometry to which packed primitive so it's not working. The constraint is showing me an error but as soon as I middle mouse click it, it goes away which is most helpful!
I'd really appreciate some help as I've found the docs far from clear and the examples aren't really helping me here either.
I'm having difficulties with a constraint network I am trying to build.
I have a grid of packed primitive boxes that I want to connect with spring constraints between each box centre point.
I have tried to set this up but am failing to properly understand what is going on. I created some geometry for the constraints and added attributes to it. I'm not sure how to tell the constraint network how to connect what part of the constraint geometry to which packed primitive so it's not working. The constraint is showing me an error but as soon as I middle mouse click it, it goes away which is most helpful!
I'd really appreciate some help as I've found the docs far from clear and the examples aren't really helping me here either.
Technical Discussion » H16 HQueue displaying funny.
- lloydwood
- 104 posts
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